My original intent with the extra doors in the hideouts was to hook them up so you could walk from one portion to the next as you expanded your hideout. The problem is that there is no way to give you (the player) control over WHERE to put any given room. If we hook each door up to a new room, then we're locked to 2 rooms, and we're out of expansion room. If we hook up the doors to long corridors with lots of doors leading to various rooms, it feels tacked on and out of place. It's a nice idea, but due to the way hideouts have been/have to be made, it just isn't really feasible.
Ahha. So that explains it. Even though in all of the current Hideouts (at least based on the video quoted below), your extra rooms are properly attached to the existing doorways and such. This allows you infinite expandability by say, making the extra room buried in the floor instead of 'properly' attaching them to existing architecture.
Very smart idea! And yes, I'd also love dueling in Hideouts, especially with a training room and such sitting right there for us to use. You invited them in - odds are you know who they are, and that they won't be spamming /duel requests all the time.
I don't really know what you're looking for here short of me drawing you a map of every hideout to show where in the hideout each room is?
Take for example the sanctum hideout: you enter and you are in the main central hall. There is a doorway off to the left and a doorway off to the right. If there is ever going to be more than those 2 extra rooms then I am guessing further rooms will be further still off of those said rooms left and right?, or more doors added inside the main hall, which is why I was questioning if you have a floorplan in mind re: these preset positions you speak of, and indeed whether the floorplan has a limited number of rooms or the design is open-ended.
Anyway, thats what I was getting at. Don't worry if we are still talking cross-purposes.
My original intent with the extra doors in the hideouts was to hook them up so you could walk from one portion to the next as you expanded your hideout. The problem is that there is no way to give you (the player) control over WHERE to put any given room. If we hook each door up to a new room, then we're locked to 2 rooms, and we're out of expansion room. If we hook up the doors to long corridors with lots of doors leading to various rooms, it feels tacked on and out of place. It's a nice idea, but due to the way hideouts have been/have to be made, it just isn't really feasible. It also seems a little weird if your tiny basement just starts going off forever in any given direction. Also, separating the rooms into their own, self contained compartments solves a lot of other behind the scenes kinds of problems. It's not as cool as it could be, but it means that they will work.
The way this is going i think the hideouts are actually going to end up adding so much functionality over time - that they might turn into an approximation of SG bases. Thats unless there is functionality you are saving for SG bases? (over the trophy rooms that has been mentioned elsewhere).
Are SG bases still on the future development schedule?, or does contunued hideout customisation and functionality mean SG bases are deemed less likely?.
Cave Hideout: It would be nice to actually drop below the platform and swim in the tropical pool, or lava if you are an elemental. It kinda hurts my feelings that i'm zapped back before I can even touch my toes to the balmy water....
The tailor displays could do with some costume parts, or even better....YOUR costume
Agreed on the cave pool! A ladder could be added so non-flyers could climb up (via an Interact button, which preferably activates an animation).
That tailor upgrade has been asked for repeatedly. Probably the simplest solution would be to make bits of stock clothing and/or armor an option in place of weapons. I really like the wardrobe in the Alchemist Sanctum, though, and I hope we can see something similar (but more conventional-looking) in the Basement and Penthouse.
Actually what I did was used /demo_record in every single hideout with my character hidden where possible. And then I used -demo_play command line to play the demos back. While in playback you can hit f2 to enter freecam mode which can go through walls. So if Tumerboy hides a dopefish behind a wall in a hideout, I won't be out of the loop!
I added doom music because doom music makes a lot of things better.
LOL That was fast. . .
I loved the music.
You missed the Crafting Room on the MOOOOOooooooonnnnnnnn!!!!!!
The Cave *should* be complete. . . it looks like the cave room geo around the training area disappeared. . . I'll double check that it's still there on my end.
No snerking allowed! It's true, the metal boxing ring doesn't really fit all that well with the Arcane Sanctum, but it will not be getting a mystical treatment. In the end, I didn't have time to do custom work for each room in each hideout, and we wanted to maintain the consistency between them, so that if you go from one to the next it's obvious what is what.
Yes, I originally planned to make a small lobby room (which you found) in the Sanctum, but ran out of time before I could dress it up and make it work. So we just shut the doors. The freestanding doors inside that room are the clicky-to-open doors that would have been used otherwise.
No snerking allowed! It's true, the metal boxing ring doesn't really fit all that well with the Arcane Sanctum, but it will not be getting a mystical treatment. In the end, I didn't have time to do custom work for each room in each hideout, and we wanted to maintain the consistency between them, so that if you go from one to the next it's obvious what is what.
I guess this part answers the question I had: "Will those rooms be as extensively customizable as the rest of the hideout?"... (mostly thinking of Penthouse and Sanctum ^-^)
LOL That was fast. . .
You missed the Crafting Room on the MOOOOOooooooonnnnnnnn!!!!!!
The Cave *should* be complete. . . it looks like the cave room geo around the training area disappeared. . . I'll double check that it's still there on my end.
Looks like I'll have to poke in the Cave area then and check it out when Live comes back up.
I remember when you first started editing, Tumerboy, that all the 'junk' objects on the Moon were buried underground. All nicely lined up as well, instead of the pile of random stuff that was in the other Hideouts. And how there was a nice bit of C-4 (set to 9:26 if memory serves) sitting on the floor right behind the kitchen area in the Penthouse.
It took me a while actually, I had shown it to one channel I hang in, but otherwise sat on it until it was general knowledge. This thread kinda said that.
Fair amount of time making it was scouring my hard drives for the soundfont to load up on to my soundblaster to make the midi files ripped from doom sound decent. The first recording session was ruined too because windows 7 won't let you record a single facet of your soundcard, like midi1. Something unrelated tossed an error midway through, creating noise. *Fistwaggle contemporary windows sound drivers*.
You missed the Crafting Room on the MOOOOOooooooonnnnnnnn!!!!!!
Orly?
No snerking allowed! It's true, the metal boxing ring doesn't really fit all that well with the Arcane Sanctum, but it will not be getting a mystical treatment. In the end, I didn't have time to do custom work for each room in each hideout, and we wanted to maintain the consistency between them, so that if you go from one to the next it's obvious what is what.
My critical opinion is it looks somewhat tacked onto the existing artistic style. However my personal opinion is it's off in some room hidden behind a doorway so I can deal with it.
Playing through Whiteout Issue 2, I was impressed with the look of the control panels for the cargo lifts at Ice Station Alpaca. It just occurred to me this morning that they'd be a great addition as the Computer console for most of the Tech-style bases (Basement and Cave especially; in the Moonbase I'm not so sure).
Occasionally there's an advantage to having a slower system. For one thing, I find it oddly entertaining to watch my Basement redraw after using the Tailor, with the "storage room" of various items appearing just beyond the wall before said wall renders.
This morning a noticed a couple of items in there that I think would be great additions for the Central Detail: a totem pole, and what looked an awful lot like a Tesla coil. The latter would be great in the Tech Basement, though I'm not sure what iteration would be appropriate for the former.
Occasionally there's an advantage to having a slower system. For one thing, I find it oddly entertaining to watch my Basement redraw after using the Tailor, with the "storage room" of various items appearing just beyond the wall before said wall renders.
This morning a noticed a couple of items in there that I think would be great additions for the Central Detail: a totem pole, and what looked an awful lot like a Tesla coil. The latter would be great in the Tech Basement, though I'm not sure what iteration would be appropriate for the former.
I had a server glitch a little while ago that afforded me an even better look inside the storage room. Just inside and to the left are two items that I think would work great for the Tailor area: a rack of coats (make them black for Vigilante Basement, or give them various colors for Mom's Basement; one could leave them in white for Tech Basement, since they resemble lab coats) and a metal cabinet (which would work great for Tech Basement).
Also, on the opposite wall is a bookcase, which would look great in the Corner Detail for Tech, either filling up that wall or alongside a wooden desk (which I think I also saw in there).
I bought all of the hideouts and intend to buy each one that comes out my wants/concerns/needs
Sanctum:
Focal Point- We have this epic looking statue and then a tiny fireplace...I think the fireplace should be bigger to draw more attention to it
Floor- More options for the floors because the current choices are nice, but I would like a few more options with less of a "Kitchen floor appearance"
Option to remove floating candles
Wallpaper- need more "Nonflowery" options
Cave:
Give an option to have the area filled with water, so as you walk across the platforms you can look down into the water, give little waterfall effects
Give an Alien plant effect like the Gadroon plants growing in the cave
Give us a misty or foggy appearance in our cave also give us the option to choose the fog/mist coloration
Expand the cave out more so we have different areas aside form that small space
Mom's Basement:
More floor options
Bed ((Also we need a lay down emote, or a few of them))
As most have said a pen and paper RPG on the desk
Moonbase:
Those two doors, please let them lead into something like our private quarters or to a medbay, training room, lab, teleporter. Let us choose the option for these rooms rather than having them set
These are my general wants for all hideouts rather than specifics for each one
The extra doors that lead elsewhere: Let us have the option for what those doors lead to in the future Bedroom, Laboratory, Medical Bay, Training Room, Combat Simulator ((Repeat a crisis VB, etc)), Teleporter, R&D Room,
Archive room, basically seeing a trophy of villains we have defeated in the past, like Shadow Destroyer's helmet on display, Or when we defeat X amount of henchmen they give us a banner or like a demon Dog's head mounted on the wall or something to that effect. Therakiel's sword mounted on the wall. Just make those trophies be for only major villains or defeating X amount of henchmen, so you can see the achievment flag get updated. That way you can go by a flag and it will have a small pop up with how many more you need to defeat for the next banner...Give the completionist something to measure themselves by.
I think these are my wants and needs so far, will edit if I have anymore ideas and in different color too.
Has anyone else noticed in the arcane sanctum that the lighting is extremely bright even in the dark areas? (Or was last I checked a couple of months back)
As in, your character is lit up and shiney like they are standing in a spotlight even though the area around them is in shadow.
Also there is a hidden room in the penthouse, if you fall through the floor there is a training room with doors presumably connecting to the study. I have screenshots at home somewhere. Can we have the doors opened so it can be used?
Also there is a hidden room in the penthouse, if you fall through the floor there is a training room with doors presumably connecting to the study. I have screenshots at home somewhere. Can we have the doors opened so it can be used?
There's a similar room in the Basement, just past the stairs.
Though if I were to be allowed access beyond that wall, I'd rather go into the storeroom behind the tailor area, and inspect all the stuff that's in there. Ideally, this would be with the room greatly expanded, and all of the contents spread out (a lot of items in there overlap) and made Destructible so we could target and identify each item, and request it for the main part of the room.
I know that's not going to happen. (Well, almost certainly not.) But it would be nice.
The basement is absolutely tiny compared to the penthouse. I would really like to see that hideout include the house above it. I'd certainly buy it if it had that.
On my way out the door for work, but here are some ideas for some skin options for existing powers:
Single Blade/ Dual Blade: "Ninja-to" i.e. the swords that Taki from Soul Calibur uses (along with the mountable sword on the LOWER Back for costume back parts.
Telekinesis: Psychic Katana shaped blade.
Shuriken throw: Kunai knives instead of just stars.
Telekinetic ranged: A psionic ground ripple (much like Tetsuo from AKIRA; or like Terry Bogard from NEO GEO "power wave") in either case its an energy wave(s) that travel along the ground and rip stuff up.
unarmed: cooler EB. I kinda like the new one, but I'd like to see an option for a drunken master type, a straight up brawler looking combo (much like the pre existing Defensive Combo)
I would even like to see an open palmed strike style like Neiji from the Naruto anime series.
Power Armor: A complete moveset based on light sabers (i.e. Gundam beam sabers)
I know it may not fit the power builds, but I'd like to see some melee options for some the the energy powers like force, fire, electricity or ice. Punching with glaciers on your fist would be awesome.
Travel Powers:
Flight - Position the arms straight out to the sides like air plane wings. Like on Dragonball Z. We already have the hands forward (power/heroic flight) and swept back (jetpack/ rocket boots)
New graphics to flight - Make an option to have wings activate and come out when flight is activated and retract back into costume when flight is de-activated. i.e. Batman Beyond's glider wings, when not flying they're gone and not visible.
Acrobatics - A (weapons ready) style run. Specifically, I would like to see a ninja dash pose for running were on hand is out in front or positioned in some kinda ninja hand pose and the other hand is grasping a weapon, ready to strike (i.e. Ahsoka from the cartoon network Star Wars Clone Wars, or Tenchu video game where the ninjas run with their hands on the waepons ready to draw and strike.
This could even work for fire arms and some other weapons.
On my way out the door for work, but here are some ideas for some skin options for existing powers:
Single Blade/ Dual Blade: "Ninja-to" i.e. the swords that Taki from Soul Calibur uses (along with the mountable sword on the LOWER Back for costume back parts.
Telekinesis: Psychic Katana shaped blade.
Shuriken throw: Kunai knives instead of just stars.
Telekinetic ranged: A psionic ground ripple (much like Tetsuo from AKIRA; or like Terry Bogard from NEO GEO "power wave") in either case its an energy wave(s) that travel along the ground and rip stuff up.
unarmed: cooler EB. I kinda like the new one, but I'd like to see an option for a drunken master type, a straight up brawler looking combo (much like the pre existing Defensive Combo)
I would even like to see an open palmed strike style like Neiji from the Naruto anime series.
Power Armor: A complete moveset based on light sabers (i.e. Gundam beam sabers)
I know it may not fit the power builds, but I'd like to see some melee options for some the the energy powers like force, fire, electricity or ice. Punching with glaciers on your fist would be awesome.
Travel Powers:
Flight - Position the arms straight out to the sides like air plane wings. Like on Dragonball Z. We already have the hands forward (power/heroic flight) and swept back (jetpack/ rocket boots)
New graphics to flight - Make an option to have wings activate and come out when flight is activated and retract back into costume when flight is de-activated. i.e. Batman Beyond's glider wings, when not flying they're gone and not visible.
Acrobatics - A (weapons ready) style run. Specifically, I would like to see a ninja dash pose for running were on hand is out in front or positioned in some kinda ninja hand pose and the other hand is grasping a weapon, ready to strike (i.e. Ahsoka from the cartoon network Star Wars Clone Wars, or Tenchu video game where the ninjas run with their hands on the waepons ready to draw and strike.
This could even work for fire arms and some other weapons.
You must have been in a hurry to get out. You posted to the wrong thread.
Please make Hideouts MORE customisable. At the moment all you can do is choose the same as everyone else. Theres no sense of ownership or pride in hideouts as they stand at the moment, and no way for players to invest any creativity in them. Theres nothing to add to them for either extra functionality or theme-enhancement.
Theres really nothing to do "with" them. Big dissapointment.
Please make Hideouts MORE customisable. At the moment all you can do is choose the same as everyone else. Theres no sense of ownership or pride in hideouts as they stand at the moment, and no way for players to invest any creativity in them. Theres nothing to add to them for either extra functionality or theme-enhancement.
Theres really nothing to do "with" them. Big dissapointment.
I wouldn't say it's a "big disappointment," but it is a disappointment at any rate.
For one thing, I'm not quite clear on why we need to have "blue lighting," "green lighting," "red lighting," "yellow lighting," and so forth as separate model options rather than just selecting "lighting" and picking a color from a hue menu as we do when creating costumes. I'd love to be able to do that with not just lighting, but with wall color, holograms, upholstery, carpeting, and anything else that can be a solid color. For things in patterns, I'd like to choose the pattern and then the two or three colors involved.
It also would be good to have finer options in the Basement, as are already available in the Penthouse and even (to a lesser extent) the Sanctum and Moonbase. Area sets in the Basement (and in the Cave, for that matter) are just seemingly random bits that may or may not fit a concept, and often are put together in a way that don't work so well together (if I can afford a holographic angel in my basement, shouldn't I be able to afford better seating around it than these Goodwill Specials?). Breaking some of these areas up into smaller chunks can give us a wider variety of possibilities. (Unlike the above, I do understand why this was done this way; I just think it's about time to start working on improving it).
All that said, I'm very glad to have the Hideouts at all. The Tailor and Shared Account Bank have both made life in CO much easier for me, and Hideouts have served as good places to conduct private trades.
fair comment Bob. It is a step forward to have any private space for our toons, however limited in customisability or functionality.
Its just such a far cry from what player housing is usually envisaged to deliver. The customisation options that are present enable no sense of "i did this", absolutely no sense of achievement whatsoever. Its just such a weak implementation of what is wanted for player housing.
PLUS... you have to pay for EACH hideout? The more i try to see the positives of the system, the more i have to admit its simply squeezing the playerbase a lot for very little in return. I'd rather pay a larger fee for a better system where you have all the options to play with.
I have no issue paying for things, but i dont think the Hideouts as they are either what was originally wantedor worth charging for individually.
Personally, to me, it is a big dissapointment. I fully understand why for others it might not be that big a deal.
Considering the Cryptic team originally developed bases in CoH, i think its reasonable to have slightly higher expectations than what they have developed for player housing in CO so far.
Considering the Cryptic team originally developed bases in CoH, i think its reasonable to have slightly higher expectations than what they have developed for player housing in CO so far.
Hideouts are not supposed to be comparable to the customisation of bases in CoH, they are just a stopgap to get some player housing in-game. The trouble is they've gathered enough momentum and customisation over time so that now some may perceive them to be so.
Expect fully featured (and customisable in the way you are thinking) bases when foundry-enabled SG bases come to pass.
The trouble is they've gathered enough momentum and customisation over time so that now some may perceive them to be so.
I honestly (no sarcasm intended) have no idea what you are refering to here. Since hideouts have been released they have accrued no extra functionality that i'm aware of, nor have they become more customisable or sophisticated. Certainly there are now more hideouts to choose from, but the limitations of each have not changed.
I am as today as i was when they were first released. Nothings changed functionality wise or re their ability to be customisable, afaik. My expectations have not changed or increased since they were implemented either. So i have to disagree with the quoted statement. I think people simply expect more from player housing/bases etc...
Expect fully featured (and customisable in the way you are thinking) bases when foundry-enabled SG bases come to pass.
Well, if what you say is true, consider me satisfied for now. It does count for a lot to know that more is intended for this feature. If SG bases are on the cards, then player housing can certainly get away with being less ambitious (though it would be nice if hideouts also were more customisable).
Thank you for info. I look forward to base tinkering in the future
I honestly (no sarcasm intended) have no idea what you are refering to here. Since hideouts have been released they have accrued no extra functionality that i'm aware of, nor have they become more customisable or sophisticated. Certainly there are now more hideouts to choose from, but the limitations of each have not changed.
Perhaps not since they were first conceived and developed by Tumerboy, but the history did go from;
(Obviously not exact quotage btw).
Tumerboy; "Supergroup Bases as we'd like to implement them aren't possible at the moment without extra tech"
Forumites; "Oh ok, well how about some player housing?"
Tumerboy; "Player housing may be possible, let me look into it and i'll get back to you all".
Forumites; "Cool!, you could even have [insert barrage of requests here].
Tumerboy; " Well because of how the engine works and what it is capable of this may be possible but we can't do that without extra tech!"
Forumites; Fair enough, can we link them to buildings in MC and other zones, we could even have different themed ones!
Tumerboy; Having them linked to buildings isn't possible, it will most likely be a portal or zone straight to an instance.
Forumites; ok, how about [insert even more requests here for customisation]
Tumerboy; Some amount of customisation may be possible but don't expect to be able to pick out individual pieces like chairs and tables and place them how you want on a map.
[Insert fledgling theory of how it could work with catagories and themes]
Forumites; [insert some amount of confusion and further requests for customisation until we slowly start to cotton-onto what Tumerboy is describing].
# Tumerboy tinkers away in secret contructing 'Hideouts'.
Various leaked screenies later and several teasers before the intial Hideouts are released to astonishment.
Not only are there different locations but you can buy different themes on those locations - and not only can you collect different themes on those locations but there is a mechanic in-place where you can mix 'n' match your collected themes for your own custom base.
Ok, so its not CoH-base customisable, but for a non-foundry-powered system I think we got far more than was expected at the beginning for this player-housing that is 'Hideouts'.
Then Penthouses are developed and they are set actually in a 3d-modelled section of the city instead of a wrap around jpeg exterior as was talked about at some point. Forumite suggestions from the community like flying out the window straight to Millennium City were also added to the community's delight.
Then the moonbase has its exterior opened up, then Tumerboy reveals that the extra rooms off of your main base through the doors are being developed.
So really, to see (and i guess appreciate) the development of Hideouts in context, you really need to have seen or been involved at the very start and seen how a possibility of some sort of simple player-housing actually grew into a system far more capable than I thought we were going to get re: a simple form of player housing.
I'm astonished we got the customisation we did considering The Foundry wasn't involved.
As I said Hideouts were never meant to replace SG bases, the tech isn't in for that kind of customisation, but Hideouts have become quite polished and featured since their conception on the forum boards and at Tumerboy's hands, and I think some players fall into the trap of thinking they are Cryptic's attempt at SG bases. They aren't.
The above is all simplified terribly but I hope that puts things in context a little for you.
As I said Hideouts were never meant to replace SG bases, the tech isn't in for that kind of customisation, but Hideouts have become quite polished and featured since their conception on the forum boards and at Tumerboy's hands, and I think some players fall into the trap of thinking they are Cryptic's attempt at SG bases. They aren't.
I think thats the context i've been missing, and which i'm grateful to now be aware of.
The above is all simplified terribly but I hope that puts things in context a little for you.
Thank you, yes it does, much appreciated. I'm always quite chuffed when actual forumite discontent (mine or anyone elses) is actually resolved by reason and effort from others. Now then... what else can i moan about...
*wanders off absent mindedly mumbling to himself* :rolleyes:
A trophy rack based on the perks you've received for defeating villains would be neat.
That's been suggested several times, over in the Functionality thread. I think it's one of the most popular "non-functional functions" (that is, purely cosmetic functions) being asked for, in fact.
Cross your fingers on an extra room for the exiting hideouts.
The cave has a cellar behind the left door, the sanctum has a surrounding hallway with a gym behind the door on the right, and the moon base has a gym down the left hallway.
As for the rooms on the opposite side I couldn't determine if there was anything these, I got empty space when checking so there may not be rooms on those sides.
Still locked, but there is stuff in there. You can kind-of see these with a camera trick.
Cross your fingers on an extra room for the exiting hideouts.
The cave has a cellar behind the left door, the sanctum has a surrounding hallway with a gym behind the door on the right, and the moon base has a gym down the left hallway.
As for the rooms on the opposite side I couldn't determine if there was anything these, I got empty space when checking so there may not be rooms on those sides.
Still locked, but there is stuff in there. You can kind-of see these with a camera trick.
(I assume "exiting" was a typo for "existing.")
Tumerboy already said that those rooms are abandoned bits that he ended up using for overflow. In the Basement there's a training room behind the stairs, and a storage room next to it, neither of which will ever be actually used. Personally I think those spaces should be summarily deleted, but that's up to the devs.
On the other hand, it's also been announced that the doors in our Hideouts will, at some point in the not-to-distant future, lead to new rooms. One is a crafting room; I don't quite recall what's been announced about the other, but I think it's a training room like the holographic encounters space in the Powerhouse.
Tumerboy already said that those rooms are abandoned bits that he ended up using for overflow. In the Basement there's a training room behind the stairs, and a storage room next to it, neither of which will ever be actually used. Personally I think those spaces should be summarily deleted, but that's up to the devs.
On the other hand, it's also been announced that the doors in our Hideouts will, at some point in the not-to-distant future, lead to new rooms. One is a crafting room; I don't quite recall what's been announced about the other, but I think it's a training room like the holographic encounters space in the Powerhouse.
Hmmm.... if we got options for the training room and crafting room from each of the bases we had that would be awesome! Choices between a few themed crafting tables for example would be cool!
I'd also like to point out that the penthouse has an outdoor view of MC, and if you fly out the balcony you get a prompt to travel to MC proper, if you want.
I also thought the latest update report indicated that they haven't totally abandoned the idea of having those 2 extra rooms provide some functionality in hideouts.
I also thought the latest update report indicated that they haven't totally abandoned the idea of having those 2 extra rooms provide some functionality in hideouts.
I'm pretty sure we're going to get them. Tumerboy indicated that they were gong to be separate instances rather than extensions of the map, though maybe if we make enough noise about it we may be able to convince Cryptic to do the latter instead.
I'm pretty sure we're going to get them. Tumerboy indicated that they were gong to be separate instances rather than extensions of the map, though maybe if we make enough noise about it we may be able to convince Cryptic to do the latter instead.
I seem to have missed where he says that, but it makes sense.
Depending on what functions we'll get, the extra rooms may interfere with the stuff in the first room (such as the customization scripts), or require the Makers to rebuild the existing maps to a great degree. It may be easier to make separate rooms, and I don't really think it will interfere with function.
I'm personally hoping for one crafting / gear room with crafting table and basic vendor and one training room with punch balls / target dummies of some kind.
I really like the training rooms. I'm not sure whether I'd prefer a virtual holographic opponent as the computer panel present suggests would happen, or that it's just a dueling room.
Pool on the roof
Helipad on the roof.
Garden on the rooooof.
Aw yeah.
Other roof possibilities:
Lounging/tanning area.
Dance floor with DJ station.
Solar energy generation system.
Personal outlet of Darren's Pizza.
Carrier pigeon cages.
Communication antennas (cell phone tower, satellite dish, etc.).
Giant energy cannon.
Giant catapult.
Giant slingshot.
Comments
Ahha. So that explains it. Even though in all of the current Hideouts (at least based on the video quoted below), your extra rooms are properly attached to the existing doorways and such. This allows you infinite expandability by say, making the extra room buried in the floor instead of 'properly' attaching them to existing architecture.
Very smart idea! And yes, I'd also love dueling in Hideouts, especially with a training room and such sitting right there for us to use. You invited them in - odds are you know who they are, and that they won't be spamming /duel requests all the time.
Hax! I totally didn't do this myself either once I noticed the pipe in the kitchen area in the Penthouse.
Take for example the sanctum hideout: you enter and you are in the main central hall. There is a doorway off to the left and a doorway off to the right. If there is ever going to be more than those 2 extra rooms then I am guessing further rooms will be further still off of those said rooms left and right?, or more doors added inside the main hall, which is why I was questioning if you have a floorplan in mind re: these preset positions you speak of, and indeed whether the floorplan has a limited number of rooms or the design is open-ended.
Anyway, thats what I was getting at. Don't worry if we are still talking cross-purposes.
The way this is going i think the hideouts are actually going to end up adding so much functionality over time - that they might turn into an approximation of SG bases. Thats unless there is functionality you are saving for SG bases? (over the trophy rooms that has been mentioned elsewhere).
Are SG bases still on the future development schedule?, or does contunued hideout customisation and functionality mean SG bases are deemed less likely?.
Agreed on the cave pool! A ladder could be added so non-flyers could climb up (via an Interact button, which preferably activates an animation).
That tailor upgrade has been asked for repeatedly. Probably the simplest solution would be to make bits of stock clothing and/or armor an option in place of weapons. I really like the wardrobe in the Alchemist Sanctum, though, and I hope we can see something similar (but more conventional-looking) in the Basement and Penthouse.
LOL That was fast. . .
I loved the music.
You missed the Crafting Room on the MOOOOOooooooonnnnnnnn!!!!!!
The Cave *should* be complete. . . it looks like the cave room geo around the training area disappeared. . . I'll double check that it's still there on my end.
No snerking allowed! It's true, the metal boxing ring doesn't really fit all that well with the Arcane Sanctum, but it will not be getting a mystical treatment. In the end, I didn't have time to do custom work for each room in each hideout, and we wanted to maintain the consistency between them, so that if you go from one to the next it's obvious what is what.
Yes, I originally planned to make a small lobby room (which you found) in the Sanctum, but ran out of time before I could dress it up and make it work. So we just shut the doors. The freestanding doors inside that room are the clicky-to-open doors that would have been used otherwise.
I guess this part answers the question I had: "Will those rooms be as extensively customizable as the rest of the hideout?"... (mostly thinking of Penthouse and Sanctum ^-^)
Looks like I'll have to poke in the Cave area then and check it out when Live comes back up.
I remember when you first started editing, Tumerboy, that all the 'junk' objects on the Moon were buried underground. All nicely lined up as well, instead of the pile of random stuff that was in the other Hideouts. And how there was a nice bit of C-4 (set to 9:26 if memory serves) sitting on the floor right behind the kitchen area in the Penthouse.
Really? Ooops. . . I'll make sure it's not there anymore.
I uh. . . wasn't trying to blow up your hideout. . . I swear.
>_> <_<
scouts honor :::holds up some number of fingers:::
How can I properly RP a superpowered domestic disturbance in the penthouse without this functionality?
Before group dueling, gogogo!
It took me a while actually, I had shown it to one channel I hang in, but otherwise sat on it until it was general knowledge. This thread kinda said that.
Fair amount of time making it was scouring my hard drives for the soundfont to load up on to my soundblaster to make the midi files ripped from doom sound decent. The first recording session was ruined too because windows 7 won't let you record a single facet of your soundcard, like midi1. Something unrelated tossed an error midway through, creating noise. *Fistwaggle contemporary windows sound drivers*.
Orly?
My critical opinion is it looks somewhat tacked onto the existing artistic style. However my personal opinion is it's off in some room hidden behind a doorway so I can deal with it.
First three fingers up, thumb over little finger crossing the palm...
<---- former Cub Scout...
By the way, your crafting rooms look like my garage...
Thanks Tumer.
Now, about the water in the Jacuzzi . . .
Please do. Having it PVP enabled would be an awful lot of fun.
Give the glow a variety of colors, of course.
This morning a noticed a couple of items in there that I think would be great additions for the Central Detail: a totem pole, and what looked an awful lot like a Tesla coil. The latter would be great in the Tech Basement, though I'm not sure what iteration would be appropriate for the former.
What if owned hideouts are connected?
Example: Take an elevator down from Penthouse into Basement or up to roof where you blast off to the Moonbase.
Actually, I suggested that already, over in the Functionality thread. There's been no word yet on whether it might, or even can, be implemented.
(Of course, the part of me that loves Doctor Who and M. C. Escher wants to take a stairway up from the Penthouse to the Basement.)
I had a server glitch a little while ago that afforded me an even better look inside the storage room. Just inside and to the left are two items that I think would work great for the Tailor area: a rack of coats (make them black for Vigilante Basement, or give them various colors for Mom's Basement; one could leave them in white for Tech Basement, since they resemble lab coats) and a metal cabinet (which would work great for Tech Basement).
Also, on the opposite wall is a bookcase, which would look great in the Corner Detail for Tech, either filling up that wall or alongside a wooden desk (which I think I also saw in there).
couldn't agree more!!
Has anyone else noticed in the arcane sanctum that the lighting is extremely bright even in the dark areas? (Or was last I checked a couple of months back)
As in, your character is lit up and shiney like they are standing in a spotlight even though the area around them is in shadow.
There's a similar room in the Basement, just past the stairs.
Though if I were to be allowed access beyond that wall, I'd rather go into the storeroom behind the tailor area, and inspect all the stuff that's in there. Ideally, this would be with the room greatly expanded, and all of the contents spread out (a lot of items in there overlap) and made Destructible so we could target and identify each item, and request it for the main part of the room.
I know that's not going to happen. (Well, almost certainly not.) But it would be nice.
Single Blade/ Dual Blade: "Ninja-to" i.e. the swords that Taki from Soul Calibur uses (along with the mountable sword on the LOWER Back for costume back parts.
Telekinesis: Psychic Katana shaped blade.
Shuriken throw: Kunai knives instead of just stars.
Telekinetic ranged: A psionic ground ripple (much like Tetsuo from AKIRA; or like Terry Bogard from NEO GEO "power wave") in either case its an energy wave(s) that travel along the ground and rip stuff up.
unarmed: cooler EB. I kinda like the new one, but I'd like to see an option for a drunken master type, a straight up brawler looking combo (much like the pre existing Defensive Combo)
I would even like to see an open palmed strike style like Neiji from the Naruto anime series.
Power Armor: A complete moveset based on light sabers (i.e. Gundam beam sabers)
I know it may not fit the power builds, but I'd like to see some melee options for some the the energy powers like force, fire, electricity or ice. Punching with glaciers on your fist would be awesome.
Travel Powers:
Flight - Position the arms straight out to the sides like air plane wings. Like on Dragonball Z. We already have the hands forward (power/heroic flight) and swept back (jetpack/ rocket boots)
New graphics to flight - Make an option to have wings activate and come out when flight is activated and retract back into costume when flight is de-activated. i.e. Batman Beyond's glider wings, when not flying they're gone and not visible.
Acrobatics - A (weapons ready) style run. Specifically, I would like to see a ninja dash pose for running were on hand is out in front or positioned in some kinda ninja hand pose and the other hand is grasping a weapon, ready to strike (i.e. Ahsoka from the cartoon network Star Wars Clone Wars, or Tenchu video game where the ninjas run with their hands on the waepons ready to draw and strike.
This could even work for fire arms and some other weapons.
You must have been in a hurry to get out. You posted to the wrong thread.
(BTDT)
atlantis/underwater (similar to the moon where you go outside except you swim with the fish)
Jungle (like running around in treehouses or jumping down and running on the ground)
Clouds (not sure how to work it, maybe like olympis or something like that)
These would go in the "Hideout Suggestion Thread"; this thread is for expansions on existing Hideouts.
oh ok havent used the forums much my bad
That so definitely needs to be a Center Detail option in Mom's Basement.
Theres really nothing to do "with" them. Big dissapointment.
I wouldn't say it's a "big disappointment," but it is a disappointment at any rate.
For one thing, I'm not quite clear on why we need to have "blue lighting," "green lighting," "red lighting," "yellow lighting," and so forth as separate model options rather than just selecting "lighting" and picking a color from a hue menu as we do when creating costumes. I'd love to be able to do that with not just lighting, but with wall color, holograms, upholstery, carpeting, and anything else that can be a solid color. For things in patterns, I'd like to choose the pattern and then the two or three colors involved.
It also would be good to have finer options in the Basement, as are already available in the Penthouse and even (to a lesser extent) the Sanctum and Moonbase. Area sets in the Basement (and in the Cave, for that matter) are just seemingly random bits that may or may not fit a concept, and often are put together in a way that don't work so well together (if I can afford a holographic angel in my basement, shouldn't I be able to afford better seating around it than these Goodwill Specials?). Breaking some of these areas up into smaller chunks can give us a wider variety of possibilities. (Unlike the above, I do understand why this was done this way; I just think it's about time to start working on improving it).
All that said, I'm very glad to have the Hideouts at all. The Tailor and Shared Account Bank have both made life in CO much easier for me, and Hideouts have served as good places to conduct private trades.
Its just such a far cry from what player housing is usually envisaged to deliver. The customisation options that are present enable no sense of "i did this", absolutely no sense of achievement whatsoever. Its just such a weak implementation of what is wanted for player housing.
PLUS... you have to pay for EACH hideout? The more i try to see the positives of the system, the more i have to admit its simply squeezing the playerbase a lot for very little in return. I'd rather pay a larger fee for a better system where you have all the options to play with.
I have no issue paying for things, but i dont think the Hideouts as they are either what was originally wantedor worth charging for individually.
Personally, to me, it is a big dissapointment. I fully understand why for others it might not be that big a deal.
Considering the Cryptic team originally developed bases in CoH, i think its reasonable to have slightly higher expectations than what they have developed for player housing in CO so far.
Hideouts are not supposed to be comparable to the customisation of bases in CoH, they are just a stopgap to get some player housing in-game. The trouble is they've gathered enough momentum and customisation over time so that now some may perceive them to be so.
Expect fully featured (and customisable in the way you are thinking) bases when foundry-enabled SG bases come to pass.
I honestly (no sarcasm intended) have no idea what you are refering to here. Since hideouts have been released they have accrued no extra functionality that i'm aware of, nor have they become more customisable or sophisticated. Certainly there are now more hideouts to choose from, but the limitations of each have not changed.
I am as today as i was when they were first released. Nothings changed functionality wise or re their ability to be customisable, afaik. My expectations have not changed or increased since they were implemented either. So i have to disagree with the quoted statement. I think people simply expect more from player housing/bases etc...
Well, if what you say is true, consider me satisfied for now. It does count for a lot to know that more is intended for this feature. If SG bases are on the cards, then player housing can certainly get away with being less ambitious (though it would be nice if hideouts also were more customisable).
Thank you for info. I look forward to base tinkering in the future
(Obviously not exact quotage btw).
Tumerboy; "Supergroup Bases as we'd like to implement them aren't possible at the moment without extra tech"
Forumites; "Oh ok, well how about some player housing?"
Tumerboy; "Player housing may be possible, let me look into it and i'll get back to you all".
Forumites; "Cool!, you could even have [insert barrage of requests here].
Tumerboy; " Well because of how the engine works and what it is capable of this may be possible but we can't do that without extra tech!"
Forumites; Fair enough, can we link them to buildings in MC and other zones, we could even have different themed ones!
Tumerboy; Having them linked to buildings isn't possible, it will most likely be a portal or zone straight to an instance.
Forumites; ok, how about [insert even more requests here for customisation]
Tumerboy; Some amount of customisation may be possible but don't expect to be able to pick out individual pieces like chairs and tables and place them how you want on a map.
[Insert fledgling theory of how it could work with catagories and themes]
Forumites; [insert some amount of confusion and further requests for customisation until we slowly start to cotton-onto what Tumerboy is describing].
# Tumerboy tinkers away in secret contructing 'Hideouts'.
Various leaked screenies later and several teasers before the intial Hideouts are released to astonishment.
Not only are there different locations but you can buy different themes on those locations - and not only can you collect different themes on those locations but there is a mechanic in-place where you can mix 'n' match your collected themes for your own custom base.
Ok, so its not CoH-base customisable, but for a non-foundry-powered system I think we got far more than was expected at the beginning for this player-housing that is 'Hideouts'.
Then Penthouses are developed and they are set actually in a 3d-modelled section of the city instead of a wrap around jpeg exterior as was talked about at some point. Forumite suggestions from the community like flying out the window straight to Millennium City were also added to the community's delight.
Then the moonbase has its exterior opened up, then Tumerboy reveals that the extra rooms off of your main base through the doors are being developed.
So really, to see (and i guess appreciate) the development of Hideouts in context, you really need to have seen or been involved at the very start and seen how a possibility of some sort of simple player-housing actually grew into a system far more capable than I thought we were going to get re: a simple form of player housing.
I'm astonished we got the customisation we did considering The Foundry wasn't involved.
As I said Hideouts were never meant to replace SG bases, the tech isn't in for that kind of customisation, but Hideouts have become quite polished and featured since their conception on the forum boards and at Tumerboy's hands, and I think some players fall into the trap of thinking they are Cryptic's attempt at SG bases. They aren't.
The above is all simplified terribly but I hope that puts things in context a little for you.
Also a trophy rack would be nice
Thank you, yes it does, much appreciated. I'm always quite chuffed when actual forumite discontent (mine or anyone elses) is actually resolved by reason and effort from others. Now then... what else can i moan about...
*wanders off absent mindedly mumbling to himself* :rolleyes:
That would be an interesting way to personalise the place a bit more.
Maybe an option for a giant logo on a wall using the games existing logo options could also help make hideouts more personal.
That's been suggested several times, over in the Functionality thread. I think it's one of the most popular "non-functional functions" (that is, purely cosmetic functions) being asked for, in fact.
The cave has a cellar behind the left door, the sanctum has a surrounding hallway with a gym behind the door on the right, and the moon base has a gym down the left hallway.
As for the rooms on the opposite side I couldn't determine if there was anything these, I got empty space when checking so there may not be rooms on those sides.
Still locked, but there is stuff in there. You can kind-of see these with a camera trick.
(I assume "exiting" was a typo for "existing.")
Tumerboy already said that those rooms are abandoned bits that he ended up using for overflow. In the Basement there's a training room behind the stairs, and a storage room next to it, neither of which will ever be actually used. Personally I think those spaces should be summarily deleted, but that's up to the devs.
On the other hand, it's also been announced that the doors in our Hideouts will, at some point in the not-to-distant future, lead to new rooms. One is a crafting room; I don't quite recall what's been announced about the other, but I think it's a training room like the holographic encounters space in the Powerhouse.
Hmmm.... if we got options for the training room and crafting room from each of the bases we had that would be awesome! Choices between a few themed crafting tables for example would be cool!
Retro moonbase crafting table, 60's moonbase crafting table etc!
I also thought the latest update report indicated that they haven't totally abandoned the idea of having those 2 extra rooms provide some functionality in hideouts.
I'm pretty sure we're going to get them. Tumerboy indicated that they were gong to be separate instances rather than extensions of the map, though maybe if we make enough noise about it we may be able to convince Cryptic to do the latter instead.
I seem to have missed where he says that, but it makes sense.
Depending on what functions we'll get, the extra rooms may interfere with the stuff in the first room (such as the customization scripts), or require the Makers to rebuild the existing maps to a great degree. It may be easier to make separate rooms, and I don't really think it will interfere with function.
I'm personally hoping for one crafting / gear room with crafting table and basic vendor and one training room with punch balls / target dummies of some kind.
/M
Pool on the roof
Helipad on the roof.
Garden on the rooooof.
Aw yeah.
Other roof possibilities:
Lounging/tanning area.
Dance floor with DJ station.
Solar energy generation system.
Personal outlet of Darren's Pizza.
Carrier pigeon cages.
Communication antennas (cell phone tower, satellite dish, etc.).
Giant energy cannon.
Giant catapult.
Giant slingshot.